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首页> 外文期刊>Expert Systems with Application >Distracting users as per their knowledge: Combining linked open data and word embeddings to enhance history learning
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Distracting users as per their knowledge: Combining linked open data and word embeddings to enhance history learning

机译:根据他们的知识分散用户的注意力:将链接的开放数据和单词嵌入相结合以增强历史学习

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摘要

Organizations that preserve and promote heritage must meet the expectatives of sophisticated visitors who, far from wanting simply to be informed, desire to explore engaging and innovative technology-driven experiences which consider their particular interests and encourage them to discover more. We describe an approach based on quiz games that can be exploited in the deployment of such challenging experiences. The game consists of raising multiple-choice questions about a particular theme which is introduced by a Humanities expert through a brief narrative. Given the input text, a question and its right answer, our strategy provides the expert with a set of wrong alternatives (called distractors). These options are chosen from a (semi)automatically-built tailor-made corpus of documents by considering each player's level of knowledge on the game theme and exploiting Linked Open Data initiatives and natural language processing. On the one hand, automatic selection of distractors assists the Humanities expert to create games about very diverse topics without needing to be a specialist in all of them. On the other one, distractors are related to the right answer of each question in an appealing and meaningful way, which contributes to arouse the visitors' curiosity and their possible interest in exploring similar experiences in future visits. The work has been experimentally validated, achieving better results than a previous distractor identification strategy. (C) 2019 Elsevier Ltd. All rights reserved.
机译:保护和促进遗产的组织必须满足老练访客的期望,他们不仅希望被告知,还希望探索引人入胜的创新技术驱动体验,以考虑他们的特殊兴趣并鼓励他们发现更多东西。我们描述了一种基于问答游戏的方法,可以在此类挑战性体验的部署中加以利用。游戏包括提出有关特定主题的多项选择题,由人文科学专家通过简短的叙述进行介绍。给定输入文本,问题及其正确答案,我们的策略为专家提供了一系列错误的选择(称为干扰因素)。这些选项是从(半)自动构建的量身定制的文档库中选择的,方法是考虑每个玩家对游戏主题的了解程度,并利用链接的开放数据计划和自然语言处理。一方面,自动选择干扰项可以帮助人文科学专家针对各种主题创建游戏,而无需成为所有主题的专家。另一方面,干扰因素以吸引人且有意义的方式与每个问题的正确答案相关,这有助于唤起访客的好奇心以及他们可能在将来的访问中探索类似经历的兴趣。该工作已通过实验验证,比以前的干扰物识别策略取得了更好的结果。 (C)2019 Elsevier Ltd.保留所有权利。

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